Upgrade Houdini file from non commercial file to commercial version... I guess very clear what it is supposed to do isn it?
Yes, its a really a pity, why isn it notpossible or you have to use so much tricks?
And what about people who start using a non commercial version and whoare switching after?
Such time lost indeed...
Looking forward your suggestion and opinion, cheers
bout.de.lune@gmail.com

Definively interesting and logic idea. Pardom me for your young experience, how will this sop solver will look like ? i miss some previous to know how to implement this correctly in houdini even if the concept is quite clear
Cheers guys

but I m facing a similar issue at the moment did you manage to progress?
Im just starting FX in houdini but on the other hand i have been asked to do such an effect.. with ground collapsing as well...
Could someone help me please?

Looks great,! but I m facing bravoissue at the moment touse in houdini 16 with your setting and methos used few years ago... ;(
Im just starting FX in houdini but on the other hand i have been asked to do such an effect.. with ground collapsing as well...
Could someone help me please?

hi
I m facing the same issue at the moment ,im just starting FX in houdini but on the other hand i have been asked to do such an effect.. with ground collapsing as well...
Could someone help me please?

Lady and gentleman, Hi
Most examples are based on one surface, im just starting Houdini despite being in the industry for a decade, im wondering what would be the best approach to do FX not one only on one obj but a full complex scene cgi env imported for another rendered, where i could have all kind of geo, topology i mean, from high to low...
What would be your approach if i have not one objects but a full complex CG environment, photorealistic look. Could i merge convert all alembic input mesh, even if the topology is very different, convert it to one form of representation or not like VFB volume, point cloud *While keeping and baking all my textures inputs (several hundred), do FX deformation on this resulting object with the possibility to fracture the geo by adding more tessellation to face (will get a new shader mat for these new faces) and have a resulting deformed ob with the new mesh inside or better in a separate output?
Everything have to be export again at the end ...
Do my words make sense?
vince..
--------------
Senior Env Lighting Lookdev & MattePainter / Creative CG Lead since 1998 (available Mid /end Feb 2017)
http://fr.linkedin.com/in/vincentthomas

Oh well god, i didn t expect this kind of answer.. haha. So what to say?
Well first thanks you . Now, just to let you know, im have been in the industry for more than 20 years from big to small studio, dom different position to supervisor, im also an independent artist and filmmaker so i agree with that you said but i have already knew all of this
Thanks anyway and happy new year Howard

Ok, here's a challenge if you accept it
I built a full CG city myself, mostly procedural with custom artistic inputs and real data. Heres some preview , raw render, wip, haven t merged my vehicules traffic yet... I tried using Deep learning for mask generations of my hundred different input facades variations but finally, i went for an old school trick. So far, so good for now
Now i need to have the full env being affected by a massive black hole, emergy from below, absorbing the city like a worm coming from underground. But the coming disaster is first seen with the sky and atmosphere which turned amazingly wild and stormy...
It's almost 20km2 square area with tons of elements, geometry topology is very mixed so i need a global approach based on point clouds or whatever. My brain is more artistically oriented so this is the kind of things which was usually given to a more technically VFX oriented person.
I have all kind of slow moving camera from above, distant and more close to the ground and building too. Night time..
At the end i need to export the all things back to Max and Vray... (Not my choice but need to..)
Which approach will you take yourself? how would you solve this problem knowing the limited ressources and budget but on the other side creatively open ?
Cheers, to every suggestion from the magicians
vincent*
________________________________________________________________
Vincent Thomas (Avalailable January 2017)
Senior Lighting Lookdev / Env DigiMatte Artist / Creative Designer VFX supervisor since 1998
http://fr.linkedin.com/in/vincentthomas
(PS: actually looking for freelance Houdini artist to hire... On location Geneva/Annecy or possibly remote)

In fact, what i would like to give a try is to treat all the affected area env as one element, like a point cloud from a lidar scan if you want with the shading baked, treat this point cloud which could include deformations , fractures and creation of new edge so with a new mat, emit new particulesFX from this data, then being able to export back this point cloud keep the initial shading + new defined shader matid....
Does that make any sense to anyone here? Yes, im aware this is not a purely right way to do, it s not very religious but for what we need and considering the ressources , it might work...

~ Hi everyone
A Studio based in Geneve, few km from Annecy, France , is looking for a talented Houdini versatile FX artist.
Staff position or freelance project based (remote is eventually possible) in a cool open and family oriented studio, splendid environment for a high quality living.
Immediate need is for a independant indie film where a black hole start to form and absorb the ground , everyaround, an all city.
I build the full CG city myself, huge..
Drop me a line if interested vince*
------------------------
Senior Env Lighting Lookdev & MattePainter / Creative CG Lead since 1998 (available January 2018) http://fr.linkedin.com/in/vincentthomas

Interesting , thanks for sharing.
Is there a way to for very complyx scene to generate a cloud mesh approximation of the all scene and use this as your surface?
Sorry, new to Houdini and mosly on the creative artistic side myself...
Cheers